* the shader code to the GPU.
*/
init_scratch_buffer(sctx, program);
- si_shader_binary_read(sctx->screen, &program->shader, &sctx->b.debug);
+ si_shader_binary_read(sctx->screen, &program->shader, &sctx->b.debug,
+ TGSI_PROCESSOR_COMPUTE);
#endif
program->input_buffer = si_resource_create_custom(sctx->b.b.screen,
}
int si_shader_binary_read(struct si_screen *sscreen, struct si_shader *shader,
- struct pipe_debug_callback *debug)
+ struct pipe_debug_callback *debug, unsigned processor)
{
const struct radeon_shader_binary *binary = &shader->binary;
int r;
return r;
}
- r = si_shader_binary_read(sscreen, shader, debug);
+ r = si_shader_binary_read(sscreen, shader, debug, processor);
FREE(shader->binary.config);
FREE(shader->binary.rodata);
unsigned si_shader_io_get_unique_index(unsigned semantic_name, unsigned index);
int si_shader_binary_upload(struct si_screen *sscreen, struct si_shader *shader);
int si_shader_binary_read(struct si_screen *sscreen, struct si_shader *shader,
- struct pipe_debug_callback *debug);
+ struct pipe_debug_callback *debug, unsigned processor);
void si_shader_apply_scratch_relocs(struct si_context *sctx,
struct si_shader *shader,
uint64_t scratch_va);